T is for it’s a Trap!

Traps provide nasty surprises for the Crew that turn a situation of Triumph into one of Despair. In contrast with O is for Obstacles, traps are specifically placed in an encounter as a threat to the Crew alone and are not likely to be able to be used to their advantage. Take care to select traps that do favor NPCs and slant the odds against the Crew, such as using a trap that penalized ranged combat checks with melee-focused enemy combatants. These sudden dangers should be used only for scenes of very high tension and high stakes, or as a way to add more challenge to an already difficult scene. As the Galaxy Master upgrades a purple Difficulty Die to a red Challenge Die, so too can that Galaxy Master upgrade a mediocre level of threat to a truly terrifying scene. When using T is for it’s a Trap, be sure to also consider how F is for Fear might also play into the narrative of your story. Ideally, when these traps are revealed, the Crew should all feel their stomachs drop out beneath them and panic begin to flush across their faces. Traps put the Crew into some serious trouble.

The traps presented here are organized by what scale the encounter is taking place: either the Personal Scale or the Starship Scale. To add a trap into your scene, either choose one trap listed below or roll a single d10 and determine the trap randomly.

d10 Traps (Starship Scale)

This area has a hidden minefield. At the end of each round, each starship is attacked by a magnetic mine that acts as a hit from a Guided 3, Damage 10, Breach 6 attack.

A gas cloud fills the area and obscures sensors, adding 3 Setback Dice to all combat skill checks at Short Range or farther.

This area is filled with an asteroid field. When moving, each starship must succeed at a Piloting check with a Difficulty equal to its Speed and upgraded a number of times equal to one-half of its Silhouette or take Hull Damage equal to 8 + number of failures as it rocketed by collisions.

An Imperial Nebulon-B Frigate enters the system from hyperspace. See stat block below.

A roiling ion storm sweeps through the system, disabling one major system on each starship (ie. shields, hyperdrive, weapons, etc.) until taken in for repairs.

Three swarms of four mynocks each are released from their nest in a nearby planetary body.

A flight of six Y-Wings piloted by pirates appear from hyperspace. The pirates attempt to disable the Crew’s starship for capture. See stat block below.